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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2190481" data-attributes="member: 2012"><p><strong>Kobold, Feral</strong></p><p><strong>Kobold, 1st-Level Warrior</strong></p><p><strong>Small Monstrous Humanoid (Reptilian)</strong></p><p><strong>Hit Dice:</strong> 1d10+1 (6 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>AC:</strong> 19 (+1 size, +6 natural, +2 leather), touch 11, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> +3 melee (1d6+1, claw) or +3 melee (1d6+1/x3, spear) or +2 ranged (1d3, sling)</p><p><strong>Full Attack:</strong> +3 melee (1d6+1, 2 claws) or +3 melee (1d6+1/x3, spear) or +2 ranged (1d3, sling)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Improved grab</p><p><strong>Special Qualities:</strong> Fast healing 2, light sensitivity, plus other racial traits (see below)</p><p><strong>Saves:</strong> Fort +3, Ref +0, Will +0</p><p><strong>Abilities:</strong> Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 6 (-2), Wis 11 (+0), Cha 8 (-1)</p><p><strong>Skills:</strong> Craft (trapmaking) +0, Hide +5, Listen +3, Move Silently +1, Profession (miner) +3, Search +0, Spot +3</p><p><strong>Feats:</strong> Alertness</p><p></p><p><strong>Environment:</strong> Temperate forests</p><p><strong>Organization:</strong> Solitary, pair, gang (3–5), or tribe (60–600 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, 1 leader of 6th-8th-level, and 5–8 dire weasels)</p><p><strong>Challenge Rating:</strong> ½</p><p><strong>Treasure:</strong> 50% coins, standard goods and items, no scrolls</p><p><strong>Alignment:</strong> Usually lawful evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p>Feral kobolds are a more primitive and degenerated race than normal kobolds. They are tougher than normal kobolds but are still relatively weak compared to many larger monstrous races. They are also less agile than normal kobolds and have a very primitive intellect. They make up for this by having a fierce appearance and sense for the wild lands beyond civilization.</p><p></p><p>A feral kobold looks like a normal kobold except for its darker, rough, hardened scales, its sharp clawed hands, and pronounced savage physique. Feral kobolds tend to growl and hiss at those they feel are threatening them. Feral kobolds are just as evil as normal kobolds, just more savage, as well.</p><p></p><p>Feral kobolds speak Draconic.</p><p></p><p><strong>Combat</strong></p><p>Feral kobolds aren’t as proficient with traps as normal kobolds and they prefer a more frontal assault. Feral kobolds aren’t as cowardly as normal kobolds, and will only run if they truly feel their lives are in serious danger.</p><p></p><p>Feral kobolds will use manufactured weapons, although they rarely create them. However, they prefer to attack with their claws.</p><p></p><p><em>Light Sensitivity</em> (Ex): Feral kobolds are dazzled in bright sunlight or within the radius of a daylight spell.</p><p></p><p><em>Improved Grab</em> (Ex): If a feral kobold hits an opponent that is at least Tiny-sized or smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The feral kobold has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral kobold is not considered grappled). Each successive grapple check a feral kobold makes during successive rounds automatically deals claw damage.</p><p></p><p><strong>Feral Kobolds as Characters</strong></p><p>Feral kobolds favor the barbarian class. Feral kobold often multiclass to cleric, druid, or ranger. Feral kobold cleric worship Kurtulmak and they can choose any two of the following domains: Evil, Law, Luck, and Trickery.</p><p></p><p><strong>Feral Kobold Traits</strong></p><p>— -4 to Intelligence, +2 to Wisdom. Feral kobolds aren’t especially bright creatures but they do tend to be somewhat intuitive.</p><p>— Small. Feral kobolds gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.</p><p>— Base land speed is 30 feet.</p><p>— Darkvision up to 60 feet.</p><p>— Natural armor bonus of +6.</p><p>— <em>Special Attacks</em>: Improved grab.</p><p>— <em>Special Qualities</em>: Fast healing 2, light sensitivity.</p><p>— <em>Skills</em>: Feral kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.</p><p>— <em>Automatic Languages</em>: Draconic. <em>Bonus Languages</em>: Common and Undercommon.</p><p>— <em>Favored Class</em>: Barbarian. A multiclass feral kobold's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.</p><p></p><p><strong>Base Creature:</strong> Kobold</p><p><strong>Template(s):</strong> Feral (<em>D&D Savage Species</em>)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2190481, member: 2012"] [B]Kobold, Feral[/B] [B]Kobold, 1st-Level Warrior[/B] [B]Small Monstrous Humanoid (Reptilian)[/B] [B]Hit Dice:[/B] 1d10+1 (6 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 40 ft. (8 squares) [B]AC:[/B] 19 (+1 size, +6 natural, +2 leather), touch 11, flat-footed 19 [B]Base Attack/Grapple:[/B] +1/-3 [B]Attack:[/B] +3 melee (1d6+1, claw) or +3 melee (1d6+1/x3, spear) or +2 ranged (1d3, sling) [B]Full Attack:[/B] +3 melee (1d6+1, 2 claws) or +3 melee (1d6+1/x3, spear) or +2 ranged (1d3, sling) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Improved grab [B]Special Qualities:[/B] Fast healing 2, light sensitivity, plus other racial traits (see below) [B]Saves:[/B] Fort +3, Ref +0, Will +0 [B]Abilities:[/B] Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 6 (-2), Wis 11 (+0), Cha 8 (-1) [B]Skills:[/B] Craft (trapmaking) +0, Hide +5, Listen +3, Move Silently +1, Profession (miner) +3, Search +0, Spot +3 [B]Feats:[/B] Alertness [B]Environment:[/B] Temperate forests [B]Organization:[/B] Solitary, pair, gang (3–5), or tribe (60–600 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, 1 leader of 6th-8th-level, and 5–8 dire weasels) [B]Challenge Rating:[/B] ½ [B]Treasure:[/B] 50% coins, standard goods and items, no scrolls [B]Alignment:[/B] Usually lawful evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 Feral kobolds are a more primitive and degenerated race than normal kobolds. They are tougher than normal kobolds but are still relatively weak compared to many larger monstrous races. They are also less agile than normal kobolds and have a very primitive intellect. They make up for this by having a fierce appearance and sense for the wild lands beyond civilization. A feral kobold looks like a normal kobold except for its darker, rough, hardened scales, its sharp clawed hands, and pronounced savage physique. Feral kobolds tend to growl and hiss at those they feel are threatening them. Feral kobolds are just as evil as normal kobolds, just more savage, as well. Feral kobolds speak Draconic. [B]Combat[/B] Feral kobolds aren’t as proficient with traps as normal kobolds and they prefer a more frontal assault. Feral kobolds aren’t as cowardly as normal kobolds, and will only run if they truly feel their lives are in serious danger. Feral kobolds will use manufactured weapons, although they rarely create them. However, they prefer to attack with their claws. [I]Light Sensitivity[/I] (Ex): Feral kobolds are dazzled in bright sunlight or within the radius of a daylight spell. [I]Improved Grab[/I] (Ex): If a feral kobold hits an opponent that is at least Tiny-sized or smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The feral kobold has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral kobold is not considered grappled). Each successive grapple check a feral kobold makes during successive rounds automatically deals claw damage. [B]Feral Kobolds as Characters[/B] Feral kobolds favor the barbarian class. Feral kobold often multiclass to cleric, druid, or ranger. Feral kobold cleric worship Kurtulmak and they can choose any two of the following domains: Evil, Law, Luck, and Trickery. [B]Feral Kobold Traits[/B] — -4 to Intelligence, +2 to Wisdom. Feral kobolds aren’t especially bright creatures but they do tend to be somewhat intuitive. — Small. Feral kobolds gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures. — Base land speed is 30 feet. — Darkvision up to 60 feet. — Natural armor bonus of +6. — [I]Special Attacks[/I]: Improved grab. — [I]Special Qualities[/I]: Fast healing 2, light sensitivity. — [I]Skills[/I]: Feral kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. — [I]Automatic Languages[/I]: Draconic. [I]Bonus Languages[/I]: Common and Undercommon. — [I]Favored Class[/I]: Barbarian. A multiclass feral kobold's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. [B]Base Creature:[/B] Kobold [B]Template(s):[/B] Feral ([I]D&D Savage Species[/I]) [/QUOTE]
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